Jump to content

Custom race error in the Construction set


Recommended Posts

It's most than probably my issue too. What I don't get is that I edited Head06.nif to point to a new texture, the one that was used in the CS with the race using this texture.

Then I recreate the race in my mod and added again this texture in due place.

 

Could it be that I had to let the incorrect texture in the nif and only put the right one in the CS??? Can someone explain to me the point of having a texture in the nif if the engine replace it with the racial one anyway?

 

Cheers!

Link to comment
Share on other sites

It's most than probably my issue too. What I don't get is that I edited Head06.nif to point to a new texture, the one that was used in the CS with the race using this texture.

Then I recreate the race in my mod and added again this texture in due place.

 

Could it be that I had to let the incorrect texture in the nif and only put the right one in the CS??? Can someone explain to me the point of having a texture in the nif if the engine replace it with the racial one anyway?

 

Cheers!

 

All racial body and head nifs point to what is in the RACE record and disregard what is in the nif and thankfully it behaves that way.

Otherwise when you built armor, you'd have to build a set for each race. In order to to use a custom face and/or body texture, you

have to make a custom race that points (in the RACE record) to the new textures.

 

As far as I know, when making armor, exposed skin should use a material named "skin" without the quotes. It won't matter what path

is placed in the nif as long as the material name is "skin". If it is correctly named the engine will redirect the texture to the proper racial

skin texture. Anything else listed in the nif for the material name will cause the engine to revert the material to the default imperial race.

Link to comment
Share on other sites

As i am a novice at all of this what do you guys suggest i do? is there any tutorials i could start reading to educate myself with UV maps and how to change them?

 

A few tutorial links:

 

http://wiki.tesnexus.com/index.php/Blender_Oblivion_simple_sword

http://obliviontextures.wetpaint.com/page/New+Cuirass+in+Blender+Part+I

http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics

Link to comment
Share on other sites

I've had this same problem, using custom textures created for Head06 using the Head06 UV. However I can't remember how I fixed it before.

I don't think those tutorial links really resolve it, since I already know my way around blender.

 

http://i26.photobucket.com/albums/c117/SeaBlossom/otherstuff/oblivion/th_HO6textures.jpg

 

Those are some really good textures ! Good work Myrmaad!

Link to comment
Share on other sites

I've had this same problem, using custom textures created for Head06 using the Head06 UV. However I can't remember how I fixed it before.

I don't think those tutorial links really resolve it, since I already know my way around blender.

 

http://i26.photobucket.com/albums/c117/SeaBlossom/otherstuff/oblivion/th_HO6textures.jpg

 

The tutorial links were for Shaun919 who wanted some beginner links :)

 

As far as Head06 UV Map issues, I think I'd ask dustinflan who has converted a lot of Enayla's Sims textures to Head06 face textures.

Probably has more practical experience than anyone in that regard.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...